Description

npc_f_kleiner is the entity name for a combat-geared clone of Black Mesa's Dr. Kleiner.

They behave like typical citizens by responding to your commands, swapping out for better weapons, and so on. Unfortunately, most of these clones are very fragile and all lack the regenerative augmentation the original Kleiner has.

sk_citizen_player_stare_dist <float> ( Default: 72 )
The max distance the NPC can be from the player to feel they're being stared at. If they're a medic, they'll figure the player wants health and will check how badly the player is wounded.

sk_citizen_player_stare_time <float> ( Default: 1 )
Similar to the above, but sets how long in seconds the player must stare to tip off the medic.

sk_citizen_stare_heal_time <float> ( Default: 5 )
Sets how often in seconds that medics are willing to heal a staring player.

player_squad_autosummon_time <float> ( Default: 5 )
Sets how long in seconds that the player's squad will stay at a command spot, before attempting to regroup with the player.

SetRelationship <targetname> <disposition> <rank (integer)>
Changes whether this NPC likes or dislikes certain others. Used like the ai_relationship entity, with this NPC as the subject. Values for disposition are:

D_HT : Hate the target.D_FR : Fear the target.D_LI : Treat the target as a friend.D_NU : Treat the target as a neutral party.

StartScriptingStopScripting
Enter/exit scripting state, where NPCs ignore a variety of stimulus that would make them break out of their scripts. They ignore danger sounds, ignore the player's Use, don't speak idly or respond to other NPC's idle speech, and so on.

AddOutput <key> <value> OR <output name> <entity>: <input>: <parameter>: <delay>: <fire only once?>
Evaluates a keyvalue/output on this entity. Not guaranteed to work and can cause problems so handle with care.